[Music] hello a little world I hope you can hear me hello thanks man okay as we're starting we can't beat a couple things today all right just before you begin this is the volume everything okay mic volume Koenig is hear me can you guys hear the music in the background because here everything just fine I just want to confirm let me get the chat put it another window nice and I'm also watching the chat and agile and general chat that is I'm gonna do it an ad everyone [Music] they're right so is it a little interesting little string it says simple sonic pearls lesson 1 basically we're gonna we're gonna jump a couple things in world's I'm gonna introduce people to the basics of confusion which is the software world is made on and I'm gonna be just introducing overall the basics of worlds and everything and manage that's not going nuts did it [ __ ] at everyone of course it's going nuts anyways and my mango with all the lessons is that I'm gonna go into not so simple world I'm gonna go out and also explain how to move from simple worlds to not so simple worlds and I'm going to make a new character I'm gonna call this new character classic sonic DX or whatever it's gonna be called should be changing the name as we go and it's gonna be a classic Sonic with a couple of a little additions to it and that's that's all that it's going to be it's not gonna be like something really insane like he's gotta have a backflip maybe a dash and the same thing as a spark I'm gonna change but several things and by the way it's gonna be a new character it's not gonna replace it in other characters in the worlds it's gonna be a whole new character which sucks it's not very fun to add new characters in the worlds it's kind of weird and I want to show everyone how to do it and after we do that we're gonna be making a stage complete with gimmicks in or not no word you know I ain't giving him a [ __ ] on a little thing that's gonna work Oh God ok the mike says I'm clipping ok I can hear myself now that's good right I'm just gonna wait for everyone to come in again I'm just gonna ask this question one more time volume how is it also what coding languages sonic the sonic world's wallets it's none of them you're gonna see okay so okay I think I should probably probably close the browser or not who cares I just put it on my second window this one okay oh look at my beautiful desktop okay I guess can probably see me this time here's the thing you're gonna be using diffusion developer do do you need is a little food little first question do you need fusion developer no no you don't need fusion developer just get the standard one if you can fusion developer has nothing more than regular fusion the only reason why you would need fusion developer is if you want to publish a game from what I know this I don't know if their policy has changed it might have changed but go reading their website in any case but the demo [ __ ] sucks so you might as well just get the regular version I have both because I have like the Steam version and the regular version cuz actually bought the regular version for like 6 600 bucks was it worth it well I guess it was but okay everybody have it open over here there we go alright so let me just close it this is how you close it alright so okay let me see where did I put the damn thing I think you have everything there we go there's a the XE and there's a okay so when you download not a simple sonic world's it's probably gonna come and not so simple worlds and let me zoom in real quick so this is a dot MFA file that MFA file is basically a project in clickteam fusion if you double click it it will automatically open for most people you're gonna you're going to wanting to start with simple sonic world's because it has no extensions and I'm going to explain why so let's go ahead I'm gonna go ahead and open out two simple worlds for most people I'll [ __ ] help okay get out of here see [ __ ] off no just gonna have to do this because I have the non-steam version hey hold on is this this is right I think the OBS is okay okay so here's 15 fusion developer 2 / 5 okay so basically when you open this for the first time and you want to open not so simple worlds you're gonna see a couple of errors it's gonna tell you you're missing extensions here's what you do okay so let's just close this real quick let's just open a new empty project and in dinner go in frame 1 this is this is your of every frame in clickteam fusion is a level basically it could be a level it could be a menu it could be anything it's just a frame if you click play over here it's gonna play this and this is this is my thing this is it there's enough in there basically what I do is that you double click this and you're gonna just double click empty space and you're gonna see all the extensions and that that's the thing that's giving you an error you need the extensions mostly the easing object and a couple of others right thing is you're not gonna know exactly what those extensions wha-ha-ha so here's a little tip you're going to windows and then it type snip thing - and you're gonna get it my windows in Portuguese so it shows if you have meant to the captive tutor don't bother with that there go there is the thing click on near and then you just do this and it saves that image I think every copy of Windows comes with that so basically it's gonna show an error and it's gonna show the extensions you need you use this thing so you know what those extensions are and there we go you just you just know them all right but then after that you go in this thing right over here this is a little thing you got a manager and you need to be online to see this but it's basically going to connect to the fusion server and now you just type the extent like I need using extension easing object there it is and my sin might sense already my case I already installed it so it just says reinstall and it's cool but after you got all those extensions you just you can just close this you can go over here and open and my kids already have it over here the recently ones you can see to its sonic ATS a one simple world spark that's parked right over here I sound sick oh okay anyway so here aeronauts not so simple worlds okay let me just get some basic software of fusion this is diffusion sonic world's is merely a game built in fusion in clickteam fusion 2.5 that's it and it's a game that you modify into making your own game it's called an engine but the engine really is fusion fusion is okay in my opinion it's amazing for like just regular game dev you just want to make like a little little video game a little Sonic fan game it's amazing it's amazing for a little project it's amazing for a little game that you just want to make and you don't have any programming experience I'm gonna tell you how the coding works in this thing and it's not too bad but first of all you're not gonna see this thing over here in layers toolbar so let me close it you need to see that thing though so you go in view toolbars toolbars and layers there it's gonna show up over there don't worry about those buttons though I'm gonna need them so here you are not so simple worlds what is this thing what's the difference between this and this and you can minimize it and everything okay so double-click this thing and that shows up this shows up just just thinking where is it just ignore it right okay just ignore this as well for now okay so those are scenes and this is the application in fact a little fun fact you can open more than one there you have two of them but you know it's not really necessary okay so in my setup things are organized a little bit different over here so the zooms are over here and the play buttons and all of this stuff is over here but another very important thing is the properties bar and every time you click on something the properties change change for example if I click on the application itself the game this is the game it's gonna show whatever it is of here like bill type is a Windows exe application or it could be something else don't bother with those look at that child Rijn I tried installing I never got it to work I think there was like an open-source version of it I wanted to fiddle with it see if I could do anything but nothing came out of it html5 application here that actually did export not so simple res to html5 it doesn't work very well but it actually runs stole I just keep it at Windows exe for the most part you're gonna need that sometimes you might need needs to be so that but it's very advanced right and over here you can see the properties of test zone x1 let me double click it and then we get to the zone remember I don't like this just hold the spacebar your key turns into the little hand and then just move it's super useful right okay so it doesn't know right well I'll tell you guys more about putting things on great and having them like like snap towards a great and not in your not having to actually just like manually move the thing like this I think the things already is not so good yeah it is I'll teach you my guys about more of that once you get to actually doing level design but for now we're gonna be going through the basics and adding in your character and one thing that I'm gonna be doing is that I'm gonna only going to be using clear confusion because well in my it might think I usually use other stuff I uses Photoshop and several other software in order to do those things but in this case really gonna be using fusion because I'm not sure so that will have those things and to be really honest you might not even eat paint get out of here in a video just [ __ ] you might not even need paint to work an infusion because see double-click an object it opens up an editor and I can draw that's actually pretty ok it's not too bad see that's a lot of features it's actually not that bad but it's also not about that most amazing thing thing in existence alright so let me go through over the basics of the UI overall see how those minions over here you probably never gonna use any of them here you can save your little thing make sure to save often and one thing that I do very often is save as and I just save it as like a different number because the thing is sometimes your project and your game might get corrupted and you're gonna have to redo everything so make sure every time you wanna like you are just gonna quit or just gonna do something else and then come back to it later you save on another name so you have several versions of that project also one thing that might happen is the clickteam fusion might automatically make a malay board the it's gonna be the name of your file dot 0 0 1 and that's an automatic backup made by clicked in fusion and the way you open that is just by changing the file name to a dot MFA it'll work it's [ __ ] magic I love that [ __ ] then again if you have like a huge huge project it's gonna create two of that huge project so keep that in mind right never never click plus on this thing just never do it there's no need for it in fact as you can see over here you can see a library a whole bunch of [ __ ] never use it you're not gonna need it everything that you need is over here and keep all of your platforms somewhere in the level and then you just copy and paste the damn thing it's a fun thing about copy and pasting clicks infusion once you put it up press ctrl C to copy and then you press control V your cursor turns into this and then you just paste it just slows up and you can keep doing it it's actually rather nice God the [ __ ] did I do yeah I sometimes just click on here and then make it more just news I don't like that yeah anyways remember remember the layers tab but it's right over here you can you know also like if you click on the does this thing is a problem like if this little mask object over here or this lock thing is active just click on it and just deactivate it damn it okay so basically there's a little eye icon next to the layer and if you deactivate it I think you have to not be clicking on it it says deactivates the layer sometimes you're working on the UI and there's like this huge black box in front of it which is the fade fade in and fade out objects you can just do that yeah you can also lock layers but there's there's not much need for that you can just make them invisible I never used it myself but it is possible right so marled a UI a little fun fact here in file you can go and build and if you build and go in application you build your game basically you turn your game into a die XE just like this thing and that's pretty is so clicking on the under not so simple worlds thing you got a [ __ ] ton of options like you got over here you can see the size this the window itself this is this this is your gameplay resolution in this case it said it's the same resolution of the spark it's set for like a downsized sort of like 720 resolution think it's sixteen by sixteen by nine I think it's not it was very good because there's gonna be a lot of mixes when you actually resize to that resolution but it's the best approximator could find to like like a widescreen Genesis and all right here over here we got frame frame rate and several other things machining depends oh yeah I forgot to check this thing this thing is good keep it active it basically means that I probably have checked this on spark but it's not in here basically it does its best to keep the framerate even though the game might be running in as low frame rate so basically the game can be already a 20 FPS but the game speed is normal the game is just updating at a slower speed vsync I don't like this design but it can have a DirectX the direct3d anyways so though there are things over here global events ignore this thing once your project gets big and it's it also uses the bad kind of programming editor I'm gonna tell you about it later never use global events they [ __ ] suck once your project you get gets big it's it's gonna be incredibly slow like I think I've seen click ting themselves mentioned that you shouldn't be using it like you just shouldn't be using it it's bad global values are incredibly important though and you can see them over here and this the way you set about variables over here is pretty damn important string global string well I'm not sure why there are numbers over here because this is just something from Delta but strings are basically words so for example when I have a global character name it's it's over here this is how you set it and here is several variables if you wanna add one just click new and then he just [ __ ] for their [ __ ] for got a [ __ ] variable I can delete it to some variables you can't delete as they're gonna [ __ ] up everything so you might just leave them there it's fine you can also have global objects but that's something else for later right there do you have a spirit or if you already have several things over here they're gonna need today like game character that's very important but game character is a little bit confused in words it's a bit schizophrenic you'll see you later right let me see is there anything there why do I never use this button might be useful but building things over a long time this is your play button the play button is just gonna run the scene in it let me just do a little thing before we start let me just you have to make the music group because I don't wanna be this imitating game music right there is I'll check out this nice loud sounds okay but there we go that's a play button and this what the phone it's the rent application and it runs the whole game so if you click on it it builds everything from the start and there you go the kind of one double screen size wonder if I can set it oh well whatever I'll do it later right over here you can stop for my scenes and everything is it this is an interesting button if you find yourself like locked in some kind of menu and I don't know how to get the get the [ __ ] out of there is this is useful sorry bro editor this is your senior scene order right I think you can it's it's basically this double click this thing and you're on it I think you can swap scenes yeah and I just move them around it's just your scene order you're not here you're gonna be using this in occasionally right so this is where you're gonna be doing for a programming event list editor and this is data elements never really used this that much but it's mostly for sound there like several things over here it's not you're gonna you can once you know what those things are it's gonna be easy to understand right now let's go into the properties of an actual level here can see the size of the level this thing can go up to 30 30 K after 30 K stuff like the background system box breaks any object in worlds that is bigger than I think thirty thousand pixels is going to break so never make something bigger than thirty thousand this is a lesson I learned hard just just make everything out of his mouth with small parts most most objects are gonna be pretty small like this one is 64 by 64 most of them are gonna be pretty small but backgrounds like this one is 288 like 400 it's gonna be some some of them can be quite big skip that in mind for the future and okay there's there's transitions fading and fade-out well those are kinda weird let me set a fade-out for example for you to see I don't think can you deep okay so fade it's just seconds right let's hope this doesn't [ __ ] push okay so the scene started there was a fade in but this is nothing to do with that so we're gonna close it then see how fades this is the standard fading fading Van Alden infusion I don't recommend you use this for anything I recommend you program your own but it's there this system is also not not foolproof it does crash sometimes it's just a very it's it's kind of a legacy system unfortunately but there are also several other types of fading you can do it's in fact well this is an interesting thing you've kind of a little effect to your scene I just think and let me see if this works in any way yeah there we go I have a couple of a year but you probably won't have much it is just adds it adds an effect like I think this is a shader effect programming in XML or something but it's a shader effect that's for the whole scene I have a package or a whole bunch of them but not all of them work so you're gonna have to be careful what you use dart goo I don't know what this one is oh there we go it's weird I only use this for a couple sections in spark in heart story really it's only like a very fringe feature in the game you don't really see all that much because I always include may seem to be all-time but yeah demo work idea what this is okay so this is the runtime options the several things you can do over here recommended don't really touch it a number of objects this is the maximum objects in the scene in case it's a thousand dozens a little bit too little just go for 40,000 and I believe in spark for most stages the limit was 2000 objects but you can increase this to like a whole bunch doesn't really matter all that much but you can do it faster I don't know one puzzles this is a very important thing several versions of worlds don't have this enabled by default and this is important because this means for example if you have like an enemy in the background and it's it's checking for a collision with the ground and the enemy goes off screen it's just gonna fall to the ground because it's only the texting collisions for objects that are inside the screen right so keep this thing in there or else it's not going to objects that are outside of the frame you're just gonna fall through it it's not very fun but you know you can still disable this and then find another way like disabling the enemy if it goes off 3 which is possible but I'll just say just keep it for the most part it can be heavy though this thing can be kind of heavy especially for first seeing its fury if you're seeing yourself is you're just very big alright and this is just about I think if I go over here for for example you can set some other things but there's the okay so this is in the application itself in the first one it's not the first one oh it's this one yeah it's that belt one it's still a little it's a little box you can see the name and the icon here in the icon you can edit the icon and change it there's like several resolutions you need to put all of them to keep that in mind and the other icons for different colors just go to show how this was made for like Windows 95 this isn't very old software it's the game con I know but yeah and here you can change several of things I'm not sure the language thing does it wasn't here before it just exists copyright Xbox whatever just just edit it it's fine this kind of stuff appears when you click on the properties and did you see itself so so have already taught you guys the basics probably not like let's keep going there's a little help button over here I'm not sure if this opens oh yeah it opens this up I never stood it's not very good there's not a lot of documentation on worlds or fusion there just isn't any googling this [ __ ] is [ __ ] tough it's going to be really hard some I know another things I've been quite slow I've been here for a while I've been here for half an hour and man this is complicated its worlds so oh boy okay so I just just want to see the guys have any questions in the chat cuz I'm gonna be moving on to code and coding right now actual scripting and basics of sonic world's just gonna be waiting for you guys I'm checking the chat and Hedlund oh yeah Brack I'm doing the streams on myself itself worlds tutorial I can get you guys later on to actually just start doing mindless work how long did it take to take you to planned an entire stage I don't know that depends on what kind of the really depends [Music] oh this is so well it's I think Windows 10 kind of [ __ ] up a room but like people are reporting this kind of stuff Windows Windows 7 as well which is really weird the kind of framedrops that happen with spark oh it started in a specific date I remember I was talking to the person who coded sonic amoureux ties and all she was like holy [ __ ] why is my game running at 5 fps and then she disabled the controller extension and it's just because you know we need an extension to have controller support and it just started running at a very low FPS but additional then she disabled it and then it started running at a good FPS but then like for some reason for her she didn't lose controller support but I did so I decided to leave it in because it's best to have controller support denial so like one possible way to fix the framerate it should is to just disable controller support for those that are having it but then how I would go to go about doing that and is that really the issue because the thing is it's more than that I see some people that have like constant bad framerate throughout the entire game and what are the reasons why I just because the game increases and complex it is go along stages get bigger you got more enemies like enemies to previous stages are added into later stages and they just keep adding up and because they keep adding up the game just gets to a point where you know there's a lot of enemies like in the later so she's like a [ __ ] ton of enemies all over the place I'm not gonna abandon that that's a listen interesting thing about those those stages that they're just [ __ ] that I'm gonna miss you don't wanna dip that to and it's kind of cool sometimes but and yeah I mean some people just have the game just slows down their computer because the computer just isn't good enough to process this many enemies and this many things in what this is and when we get to programming you're gonna realize that this is it's not scripting it is scripting but it is not scripting at the same time it's complicated right I think you can get into programming right now and it's gonna bit thing let me just take a drink and okay so first of all we need to talk about extensions so in a double-click empty space you see this window right you see all of those extensions all of them [ __ ] them you see this little running guy over here so this little running guy over here okay you see okay now you see this this little little thing over here it's a little mountain it's like a little mountain you'll only need those two to make a functioning game in collecting fusion that is all you need it's [ __ ] weird about all those [ __ ] them you don't eat them you really don't you're only gonna need those extensions for like just making things easier like the easy object that's why I use it for each object completely deprecated eat this [ __ ] anymore dry pad object I stick to those things you're gonna be eating those for a controller support couple store XM I need for saving but then again you can just use this thing or eating something else parallax series series a lot perspective is a little fun a little effect object Steamworks you're gonna need it if you learn a publisher game I'm seeing Xbox gamepad there's an Xbox gamepad while while it was an interesting thing for programming better never used in this why else are also extremely complicated they can [ __ ] your [ __ ] up ultimate fruit screen is a very interesting extension I don't think you can get it in the manager maybe you can but it's the thing that allows good fullscreen confusion without it you can't have good fullscreen it's the fortunate and when don't go throw window controls the resolution that's mostly it but we're gonna be just using backdrop and active okay what is a backdrop this is a backdrop anything that is a static object with no animations and nothing is a backrub this is a backdrop this is weirdly enough a backdrop and I'm gonna explain how the parallax works but this the ring is inactive how can you tell that well if you double-click the object double-click the ring it has an animation thing has animations and you can add animations and there are several other cycles as well in animation direction and all those things you're gonna see all those things later and it's gonna be kind of interesting this in my opinion is actually a very good feature of fusion a lot of software just don't really have this and there's like this little animation editor with directions and why not this is actually pretty cool and could be actually having an image editor inside of your own software which most of them don't unity for example doesn't have this you need Photoshop or any other software outside of it to just use it it's kind of funny but still it's really good that we have it that's why you're not gonna be using Photoshop or paint or anything else mostly during the during this tutorial but a backdrop as you can see doesn't have it it's just it's just a backdrop alright let's go through some of the basics about backdrops okay so over here you got several things in a property just cook any backdrop like for example do those things over here like a moto bug none of those things are actives active objects have animations and can be programmed but we're gonna be talking about them later and backdrops are just background objects and are also used for collision so okay here you have got the dimensions of it don't really okay so if you double click here you can change the scale never do that because if you do that it changes to scale every other backdrop but you never do that never rotate or do anything to a backdrop just position it because it'll change every other backdrop it's [ __ ] insane but just just don't do it alright if you want to if you want to do that just just like go into an image editing software or double-click it here's a little feature see those buttons over here there we go this flips the image and this flips it and there you can rotate it yeah yes okay so - okay so backdrops can have several states it could go into this red thing over here and there's a state there's obstacle or nothing you're just gonna see obstacle or nothing and don't forget about this thing collision with box collision light box okay so this is see this platform over here and he has collision with box it and this thing over here doesn't have collision with box so let's go test it out okay let me go play I think I think it's better for me to just show it see this see this thing well and this thing doesn't have collision with box if an object has collision with box the collision in it is so perfect that means it's gonna be colliding with the pixel line right so okay for objects like this for example we can just click on collision with box because then it's only gonna call it with the box because it is a box that's good for up optimizing your collisions if you have an object that is just a square just check collision with box collision itself would be a lot more precise and sometimes you might have like a pixel like right at the top that is transferring for some reason and that can [ __ ] up your collisions in a little bit it can add certain uncertainties to your gameplay and might make it a little bit more frustrating so in objects like this just check collision box it's very very good okay let's move on to actives now okay first of all you're gonna see best and most exciting thing in existence there this is an active this is the most amazing thing in the world and you can put a collar in just look at the object so if this thing looks like it's from windows 95 that's because it because it is okay here's how you are the next sense you just click double click this in the empty space click on active double click it and you're Crystal's gonna turn into this and then I click somewhere there we go this isn't sure like always exactly where you want it to be but these other important things about an active wait a double-click it there's a lot more to it and well okay so here we got frames and those are literal frames of animation if you click on play it's it's animated somehow alright but what it can do it can just control see this thing and V now let me just call her in a couple things you can just click on a collar and a man just using the bank bucket - and Africa can play did you catch that it does a little animation it was much okay let me just do this it's actually pretty fast to see say well okay you're gonna be able to see it because right over here in the other side frames and Direction options and no it's called Direction options but if you go in here there is your speed and there is how many times you wanted to loop or repeat I usually just go with loop or just not looping you can always set it to loop and this is the back to frame and basically when it reaches the end it's gonna go back to the first frame or you can just put this up to max and have it go back to the last frame so it's the same as not using a loop we're gonna be using in the [ __ ] oh yeah I have to press ENTER you accept it okay speed it's up to fifty fifty okay sonic roads runs at 60fps that means this 50 over here is a percentage of the actual frame rate so this animation is running at 30fps if you want to know which FPS you animation needs to be just keep in mind 100 is 60 so this 60fps animation I know it doesn't look like it but you probably can't see it because the video is not at the speed but yeah that's that's how this works but if you set it to 10 you can see you know there's a lot of animation in there so let me show a little fun feature that I found while back if you go in rotation whatever it is 20 you can do this I don't know what this is for but it's doable it's bad it [ __ ] your pixel-art completely it's not very useful but I do remember using this from time to time you're not gonna need it you can actually change the angle of an active enough [ __ ] everything up that's all sonic rotates in in regular worlds you're gonna see it such a bad okay this is also the direction of animation okay so let's just copy this over here and now basically in let me just color this what happens here is that for example Sonic himself you can have like a sprite of the character just facing this direction and then you want to flip it in another direction you can just do it through over here and there's also up and down and you can use those as well if you want to and you can also increase the amount of directions check out this [ __ ] are you really gonna need this yeah a little bit from especially from looking back the four is in backwards because you know sometimes just gonna need that and there's a little a little shortcut for you just click on flip horizontally and they don't flip your active right for those that are importing sprites from Photoshop let me introduce you to a little problem you're gonna have a clicked infusion it's a problem but it's also a feature if you know how to use it you're gonna do reasonably well okay I'm just import a sprite from from spark all right so we have fray on over here coding the prototype this is from spark story and spark okay first of all there's a little feature over here it's this thing crap this thing is good cuz it does this and now there we go it's crap okay little thing sometimes when you want to flip your image sometimes some people are just gonna select the image and you see this weird thing over here what why is there a whole bunch of right over here in white I'm gonna tell you why okay so I'll flip it wait what the [ __ ] is this what happened I flipped the thing but how's that okay so you're control Z that but then I decided to okay I want a paint free on pink all right I mean the here's the brush size by there may be several other options as well but keep keep it mostly in here you can I should change opacity if you want to surprising enough it doesn't if you set the opacity to not a hundred it doesn't paint black pixels so get kind of a neat effect I use this for my advantage a lot for example if when I have a flashlight you just do this kind of nice that's not we're here to do though let's say I want to paint free on pink just overall pink wait what the hell it's not painting over here what is going on well it's simple you see this button over here it's the transparency button click on it and you have those options over here transfer transferred color is something different and some sprite sheets you might notice that they have like a pink background well you can use a color as your transparency color because your here's the thing about images in a overall overall images color images have three channels and sometimes four you have the red green and blue channels and that's what makes a color image right but you also have an alpha Channel and this image has an alpha Channel this is the Alpha Channel and if we paint over here this is great what now we get out of the Alpha Channel you can see that we can see things over there right that's because we're pending directly on the Alfa China and this could be an issue for a lot of people but a lot of a lot of images you imported Emma are going to have an alpha Channel most are just gonna have if you don't use Photoshop they're gonna have a transparent color and a transparent color is a color that you set as the transparency color so if you're gonna click on here it's gonna complete this right off what you I know and okay so thank you I think you've got to click over here yeah and then see the cursor changes I'm going to click on the green and now technically I think the greens or transplants there we go yeah now the green over there is just transparent and by the way this checkerboard pattern means that it's transparent so now we now we can paint over places that are transparent because the transparency color is not being used and if you just click on the transparency coloring by the way she did here just think it's shift click shift in a place and it just copies that color and can just paint this really useful so I will not recommend using a drawing tablet with this thing by the way because I use drawing table and it doesn't really work all that well for this thing but you know a lot of people don't really use a drawing tablet if you want to use drawing probably just go for Photoshop Photoshop is great pixel art if you just gotta set it up right yeah so is there anything else well there is there are several different animation cycles we can have by default worlds has like several over here and I don't really like them but they're there and just a little thing don't touch appearing and disappearing because those things are tied in the code and they can [ __ ] things up sometimes you're you want to destroy an object but it stays in there that's because you have an animation and disappearing that is probably set to loop because we only destroy an object sometimes clickteam fusion does default to disappearing animation because that supposed to be the animation of your character disappearing but it's just kind of weird sometimes just want to create an explosion in there something else like it's done in world you know so but yeah you're gonna be using those a lot okay so any animation that isn't stopped you're gonna have this thing lower in higher speed always set those to the same variable and it's kind of hard sometimes just keep them on the same very same same number I never found any use for this I really never did found any use for this if you if you want to make your character like rise in the speed of the animation as you walk as your character walks you're gonna you're gonna just do it via code and I'm gonna show you how and where is it done because this already done in words you can just copy and paste code so yeah this is the okay so this is a little interesting little thing let me just get a new image right this is [ __ ] horrible frame anyways over here you get you have several other options several other tools you can use there's a little I over here and there's a little action points called the action point this thing I never use this thing I don't know what it is for but the eye is incredibly important okay so when you click on a scene after having the I selected you see that over here the numbers change and there's a little marker over there this is your hotspot this thing is [ __ ] important this [ __ ] okay depending where this is this is also your things vivid so your animation will rotate around this thing if you if you want to add like a rotation via code it's gonna rotate around this point and not only that if you change this point over frames see what i'm doing here i'm copying and pasting and then changing the position of the damn thing alright 30 check it out it's just moves it just moves around because we moved the hotspot it's got the hotspot it's the little I keep this thing in mind this is incredibly important if you want to just tweak an animation and then just have it set in the right place this is the right way to go you just change the position of the hotspot also little fun little fact you can copy and paste animations really easily so if you go over here you click copy right click this thing and then you go over here and it's like paste your whole animation is in here you might need to change the speed and that are not I'm not sure if the speed Scott being right then you just go over here right click flip horizontally and there you go wait I [ __ ] up okay yeah I actually really like this animation editor it's pretty basic but considering most software's don't have it yeah that's pretty hard is there an easy way to Center it well there's a couple options over here you can see quick move it just puts it on the sides or in the center and there's a G option the G option is just the center points of Mo of the the Alpha channel of the image mostly all this song is Wendy he'll have to it's pretty good the the G is concludes the center of gravity of the of the object and that's the just the midpoint of the Alpha Channel basically the midpoint of an image considering transparency so you can see it's over here it's in the middle of frame of freon all right let me just get another image for example this one I'm gonna put the center point it's not it's not over here where it's supposed to be the center of gravity of the actual character it's over here it's all the way over there now over here you know it really depends on image for example if we go over here to edit the transparency just add a little bit over there and then it go over here and set it to the hot spot now it's over here because it's in the middle of the points it's where Technicolor other metals anyways I know this is one more thing I need to go by okay so here in the animation list if you scroll down all the way all the way down to go over here right click you can click on new and then you want [ __ ] and then there's an animation you can add I [ __ ] 10 of those [ __ ] where you get a whole bunch of those it's fine you know we copy and paste them but all of them work like The Walking cycle they have the low speed in higher speed always set those to the same volume this is citizen value don't forget to loop as well and with that it should mostly be fine okay the leader in this active Oh so that was the basics of actives there's more to go through though okay this over here it's a little green thing over here is a moving platform why is it green well if you actually played the game on one could be Fiji [ __ ] let's look at it it's normal colored it's not [Music] there we go see it's not actually like different differently colored it's just it's just a regular color why well I'm gonna click on it and I see that it has two friends the regular one and they want that screen how did it make this green frame well it's very simple you just copy and paste this frame and then you go over here and then I go over here and transparency and you just do that and you click on loop or not it just does there's not any further but if you want to loop put it back to two so it's gonna be back to friend to see there are two so when you play see that it blanked green for a while that's okay especially when you do it like this just do it 100 it just click nine several times it goes 200 automatically right now you don't even see it now the platform is green for the editor so you know that that thing is actually a platform but in reality it's it's gonna be a normal color in gameplay time right it's the same thing for loops this part this layer of loopy I'm gonna explain looping at some point but this thing is not actually this color it's this color but it's changed over here so you know the thing that you working if this is a really good thing to do check point however doesn't really do that okay I don't okay this is there's one more thing we need to go over okay so in an object let's look let's look at the properties of actives you can see over here there's created start this is very important this means that our objects gonna be created it at where it is at the start of the frame sometimes the one this option selected though for example in an explosion sometimes you're not gonna want an explosion just to just be in there at the start you were gonna create that as the game goes so you disable that it's not gonna be in there follow the frame this is super important all UI things don't follow the frame that means if an object doesn't follow the frame phonology doesn't have this selected it's going to be stuck to the screen it's gonna be stuck in here for example the score and over over there over here that they don't follow the frame they stay stuck to that position the way it is if you set it to follow the frame it's gonna it's gonna be a leg Euler level object all right destroy objectified from frames sometimes it actually does sometimes it doesn't and not really sure inactive it's far from friend leave it on automatic if you want to however some objects you might not want to do that especially if there are enemies or something like that it might not want to do that collisions use fine detection okay this thing is also incredibly important fine detection is the same thing as the backdrop thing collision the box it's the same exact thing except it's just called fine detection but if it is fine detection it means it's pixel perfect if not then it's just gonna be call it colliding with the box this is also incredibly useful it's the opposite of this for some reason I don't know why memory load on call I didn't know those things I never actually really mess around that much such a global object go watch objects are important if you want an object to be consistent between several 5 frames you've said it to go Bob why is this thing not set cup object why is none of those things set to go sonic has the [ __ ] that's weird those things should be set to global object though but whatever I guess it's fine since they're all just them in code those objects over here I'm gonna explain what they are later there are several objects in here and by the way pretty much all of them are actives except for this thing probably no it's an active - it's just it just has a sound icon it they're all actives explosion over here and I the sonic himself and active remember the active thing remember that thing that's a down animation for some reason well there you know it is it's just an active like anything else all of them are just actives including this thing no this thing isn't an active for some reason it's like a counter object I don't know why I don't know who made this but who's she's been inactive it's not like this is gonna be more expensive okay so automatic rotations what never seen this comfortable this thing is the thing that caused me a lot of problems actually until I realized it was a thing I don't know exactly what this does oh I think okay so sometimes when you like changed animations it would reset the okay so in old clickteam fusion I think if you if you change the animation I can't remember wait just don't enable it just leave it as is it's fine okay so have you done this okay so this little moving guy over here movement number ones that I just keep it like that never changed this it's like several things over here that you can use oh my god there's a racecar eight directions matters culture don't use any of it just just just call your thing those things over here they're not very how can I put them they're not very reliable you're gonna have a lot of problems with them it's much better if you just code that them called the the object behavior itself and there is behaviors and qualifiers qualifiers are interesting you see qualifiers over here see 1 2 & 6 if we go over here over here you have to click on the side and then I get edit now you see all of them over here qualifiers are important if you click on add you're gonna see a whole bunch a list of several things those things don't mean [ __ ] break a bowl dissolving dialogue note there nothing there just like tags their tags you can add to your object they don't do anything on their own they really don't do anything however in Sonic world's certain those numbers over here they those might not show it in that show up in the same way if you're using a regular version of worlds but yeah this is afterburner Bayonetta is [ __ ] great anyways if you're just using roads those qualifiers already pre-programmed into worlds and okay if you want an active object to have collision you go in here and you add the zero okay you guys gotta write this down because this is important is gonna be on the test [Laughter] qualifiers are massively important in the worlds 0 means collision with a solid object that means it's it's gonna collide from every direction will delete this one because this is a platform and it's a 1 a 1 means a platform that means you can go through it from the underside but not from the top yes I guess you guys can see what a platform is it's it's an object where you can land on it from the bottom but you can just just go through them let me put this thing closer to Sonic let me let me do a little glitch over here it's gonna be fun all right you see that see what I can do I couldn't jump yeah I love doing that okay you can jump from the bottom down there that's how it works like which is amazing oh yeah by the way once making a level in the world world doesn't have crushing by default so if you're not gonna add crushing by yourself it's gonna it's gonna skip like that and it's amazing I love it I prefer that over crushing seriously no [ __ ] [ __ ] squishing to do squishing as far as I know you actually need a squishing object I don't know where he is exactly yeah ceiling crush sensor let me see if it works wait no oh yeah by the way never just move those objects out of beer I'm doing terrible mistake just copy and paste them okay it's on layer 7 okay when I click on object I noticed that there's a little number on the side this first number over here means the layer that the object is in be careful with that because here its own layer 7 Sonic himself isn't this always in the same layer of the starting point the the blue arrow usually it's the blue arrow sometimes it's a white arrow but you see there's a three over there it's a layer three so you cop this thing over here it's layer three and there's another number on the side what does this number mean well this number means the order of objects so you see when I cop the subject over here it's on top of it but what if I want this object to be on top while you right-click it you're going to order and to front and it moves it to the top of every other object there's also you know order backwards by one and it just moves by one and just moves this number that number just means is how how much on top of it yeah the subject is from everything else however here's a little thing this this object is an active the crushing sensor is inactive just like any other object you can see has an animation thing and this is a backdrop it doesn't have the animation thing I'm gonna move this thing to the back of it while it's still on top of it oh that's because you can't put a backdrop above an active this is [ __ ] weird I don't know why you can't do that but you can't keep that in mind that's a little quirk of fusion you're gonna have to learn all right let me just actually test the crushing on you see if it works I actually don't know if it works it does nice well there we go if it can just spit those things over there if you want hmm where have I been over everything oh yeah monitors our actives as well as you can see just use them right the oven icon sometimes there I could might get [ __ ] so you might want to edit and edit them yourself this is just the object icon it's just the icon that's gonna be appearing on code you will want to put a backdrop over an active yeah you if you want to put a backdrop over an active you need to use layers yes you need to put for example forget this thing and you know I put it on the air for it's above the active well here here's a little quirk that you can put it on your or it's not gonna it's not gonna have collision and it can already see Sonic's actually you can see a little bit of the shield down there oh [ __ ] nice resolution baby you can see the underside of the shield in there right over here huh yeah but that's how you put them over them right now I'll be explaining parallax you know those things in the when I start actually making levels how long have I been here an hour what at least eight people basics of worlds okay heat this thing never used this thing I hate it don't even organize it not worth it just keep everything organized in the level fine now here's a little little thing I added are you gonna go over this grading gridding is great it's really useful never get this to be visible no I'm not shame to playlist so what should I do now should get into Kody guys are gonna get into coding are you ready for this okay you probably are okay you see those things over here things at the top okay so this is your story weirder as you can see before right you've got to get out of it so you can see things this is your frame editor this button just puts you back in here this is the frame it's called the frame because just called the level but there is this thing right now right next to it this [ __ ] thing it's called the event editor this is supposed to be your main programming thing in fusion well is this room dad no keep it going I need to rant about this thing and it just nip this thing can i zoom in no this [ __ ] thing can go [ __ ] itself I hate it [ __ ] hate it uh-oh I can sure the the names of the songs later maybe okay in fact I'm going to share them right now it's for really obsessed with it and you guys are gonna be yeah where is it let's see that over there on this side I'm just going to squirrel but squirrel boy that is all of them except for that one in in Japanese that's for am under for 101 that's one of the last levels you're gonna hear it there music and it's gonna go back about renting about this [ __ ] thing I hate it don't [ __ ] use it it's gonna [ __ ] you over in the long run this thing is responsible for probably many failed programmers worldwide [ __ ] this thing don't not use it let me show you what it is it's this [ __ ] garbage check it out Kenny do you understand this I do because I've worked on it several years but this thing you don't need it you do not need this thing you can completely skip it let's check check and how it works is [ __ ] sane it's it's an editor or a check mark it's like a programming editor with check marks but those check marks are not check marks they are actual programming events that are just inside the check marks and you got a scroll to this whole list of objects the only utility this thing gives to me the other things don't is that I couldn't click on an object and just find out where this object is used this is incredibly useful this is the only thing that is incredibly you so I know that it's used in destroy objects outside of the room and I know what that thing is because it's inside of this group and it's gonna be here this little object over here oh by the way let me just share this thing that'll pick those objects and where's the square one those guys are cool they're incredibly useful sometimes you might make an edge in worlds that just doesn't work very well like this one let me just show it see how there's a little gap over there right and then you go over there and ban see what Sonic did over there that's not very good however if you just go in and you put this thing it's in there six come on it's going to receive intro v-neck working oh it's because the game is still running but did I do that all right just pick this thing over here you can also make it transfer and if you want to I usually do that now that doesn't happen anymore and sanic just goes through it normally it's a little tip and trick for you to not [ __ ] up the physics so what [ __ ] made this well it wasn't it was someone way back in the day having an attempt at making programming easier good thing has always been a massive experiment and making things easier to program and develop and the fact that is quitting Fusion is great for those starting out of programming it makes things that it lowers the bar but it also lowers the ceiling and that's not very good because if you get really good in a way out also like extends the ceiling like massively because the problem with this engine is that but what Fusion is that for like really complicated things it's [ __ ] horrible it's not very good at all if you want to do something complicated and confusion it's gonna be more complicated to do an infusion that it is anywhere else because it's just how it is however if you're just starting out doing a couple things it's actually not too bad okay here we go buddy events list editor it's a it's as I say over here never use just use that's a bad meme doesn't work [ __ ] it but just use this thing it's called the event list editor and why well it's a lot more similar to regular programming and by the way a little tip it's a click on a group and becomes all black like this you right-click it close all groups and it closes everything so you know what it is okay coding in worlds is structured as objects not as it's structured in groups so you have a group that a simple sonic Rose here you have all the code for sonic words all of it is over here there's also level objects code and you can disable all of them because it's right click Edit act different frame starts it becomes grayed out and now if I click play world's doesn't move at that place for some reason but there we go simple sonic world there's level objects code these bosses and when they you can disable those to disable or delete them outright there we go also another little thing now they're getting to coding if you have an object in the scene and delete that object and there error message pops up that might mean that that object has some code attached to it don't click OK if you click OK things are gonna get [ __ ] make sure if you want to delete an object permanently make sure there is nothing no code attaches to that object okay let's go anywhere in the in your code technically to make a code and just do clicking new condition over here and then do a thing let's make a little event let's teach you the basics of scripting and make a little event so how does coding work overall well it's actually fairly simple see ok scripting imagine it your computer as an actor and that actor is reading a script the script is the game's code this is called scripting I think and what's going to happen is the computer is going to read the code from top to bottom and it's always from top to bottom there's a lotta courts involved in this and you're gonna keep that in mind for the future things that execute things are there that are down there in the code execute later and not before ok so all of this code all of it everything that is over here and it's about three hundred and eighty three thousand eight hundred and thirty six events are executed 60 times a second all of them because the game runs at 60fps right okay let me take it so over here over here we got code and it's reading from top to bottom and well but there what do those things mean okay so basically in all events we got something like like it's the ones that have those little balls over here let me zoom in all right it kind of sucks but it should it'll do it has a condition it's called the condition and an event a condition is when and why a thing will happen basically when in this case is always so the the computer is gonna read to the code is gonna see this always okay so every time this event the computer reads this event the thing that is down here is going to play that's all that is over here in this case it's setting the variable value and I forgot to explain this but this is incredibly important it's okay when you go to enact if there's the AZ over here is it very but those are alterable that alterable values you can set in an active object if you're going to any arm just click new and type [ __ ] it's just like the global variables thing except those things are local to each specific object and they're also individual so you can have several objects in the scene and all of them can have different variables to them you just can't set them independently for example if I change the Y speed of a monitor over here to 10 all the other monitors will have 10 however if you set this this thing via code all of them will have different ones but you're gonna have to do it in a specific way it's more complicated than that so yeah in this case it's setting the variable character of this M object which is player movement value and this is one of the most important things in worlds is the thing that moves sonic pretty much and it's setting that to a global variable called game character and this is where fusion gets weird cuz this is actual code I can code in here like what yeah let me do a little math function I can code this is essentially code I'm doing code at this [ __ ] weird as [ __ ] but you can it's quickly principles to not have code but it can have code and what I'm doing over here is that I'm setting gang the character to the sin of character divided by ten times the cosine of 30 why no idea it's dumb let's not do that [Music] and what language is this oh [ __ ] you know it's fusion it is what it is you can find those functions right down here for example click on send there you go it's right over there there right over here module misc or whatever power like there's a lot of things over here men maximum oh this is clamp is it clamp I don't know yeah also it can have syntax errors basically for just the gibberish it it gives out a syntax error and you click on where it's gonna show where but it doesn't really and this means that your code is [ __ ] you gotta set it to droop to the right way I'm gonna teach you how to later on okay oh boy let's do a little event she's showcase what this works okay so over here we can go over to player one no we're not gonna do that let's do it the right way in debug I'm gonna debug debug is just it's just a group this is just math stuff yeah it's mostly math but there's a lot more to it it's actually scripting sometimes but it's not gonna be using it all that much you're gonna be using that thing a lot but not as much as you might think this debug is it's anything it's just it's just a group name and this over here is a comment you can right-click it and go in insert insert comment and set its type [ __ ] and then set back color and set it to pink [ __ ] it's right over there it's just a comment like for example here I have several keys for you to suppress in order to activate characters for example supposed to one two three four five you change your characters this is just to make things easier if you want to free testing out of stage and you want to see if that place can you reach the sales you just change your character that's a real fun thing and change your character on the fly see what happens and I died it's kind of funny right there's a little art key as well which is something that I always I'd in my old games that add it over here your prayers are your cure just kind of fly it's very good for testing out things that for example let's say you have a program haven't forgetten pits yeah and you fell on the pit and you want to get out of the pit just mash are okay anyways hearing debug we're gonna add it at an event can be anywhere you can just anywhere click here insert and it's a new line we're gonna insert a new event and it's called a cut but ok first when you click and set on your line you're gonna insert a condition and you see all of this [ __ ] over here you see those those little events over here those are core clickteam fusion things and there's also the groups or those are the things that I said in the qualifier is yes those are also things that are setting qualifiers and also you can just move those events around like this right ok so all of those things that you see over here at least most of them are actives they're active objects like the electoral thing all over all of them almost our actives right and they are just objects they have some code in them and the code is usually right over here in the same panel it's in one of those groups if it's not in there that it usually doesn't exist right you can see metal sonic over here is also several numbers for the UI UI expeed and those things are counters and counters are an other kind of object people like to use a lot they are very useful for timers I'm not sure if you really have to use them but it can be they streamline the process very well there are different from actives though they're not like actives and there's several objects down here like the ultimate full-screen easing you know window control Xbox gamepad joypad object and so on I use the dry pad one because yes I think has less compatibility issues enjoy pad to not really sure but oh ok so we're gonna go you're gonna look into those objects see you know read those things it's not gonna be using them but you see those objects there is just a letter like master groups a master input those great ones you don't really have to touch very often you will some cases for example master level has the water level volume so the default the level of the water in the stage like how high the water is is set by master level like usually and there is also this player player movement values he moves the player and this action values a but how do those things do those things well they have several conditions and events related to them and those conditions and events change the way this thing and all those sensors over here those are the sensors this player it is sensor left big since right since their top sensor bottom this is a platform or server of them but so click on an object you're gonna see all those things collision movement position direction animation take your count don't use this very much but visibility checks if an object is visible or invisible and by the way this is the condition this is a check it's the computer checking if something is happening or not and that's that's really it really but there's the alter able after have of aliasing and this is the most important thing it's quick on here and she's compare it to one of the alter able values you're gonna be put on this screen again however it's a little bit different there's a comparison method you're gonna set it [ __ ] off windows and I'm gonna set it to greater or equal to be to be anything basically I'm gonna we're gonna do over here is that we're gonna go to choose value and there is several values over here I have a more detailed explanation this on the sonic world guide actually goes through all of them I think and over there it does semi-competent job I believe not very confident it little just a little bit and what those ever value do but here have your x and y speed terms are very important before that I have character character is just the value of the character you're currently using you can actually set your character values like zero point two doesn't often it has to be set to either one or two but if you want to have your character having speed you need to use alter able values and those values are set in here go over here and click an object there they are if you want to add a new variable you can just add it over here but this is not entirely necessary if you go in here and you just how to run them active there you go this two random active just called active you can insert a new event and if you just go to the active there there it is author above is compared to a variable value it just has a shit-ton a variable that just called ABCD and and Z you can yo keep every active just has a and Z out variable values and they are all just a number it can also be a floating-point number there is zero point to this disavowed number well it there's a limit to the decimal point but it does have a number let me delete an active object but you you add variables right over here just like any of them and guess what this in with strings strings are a number I made a variable didn't call it [ __ ] yes okay okay so new event right let's do a little condition over here this object is very important this display your input and player input is a very interesting little object it's the inputs it there is everything's already programmed around this object so you can grab it grabs inputs from the controller the keyboard and the Xbox controller to the Xbox see different this object over here a it checks for direct input and Xbox gamepad checks for X input which is a different form of input from controllers so basically by having both you just check for both and this object itself it has to have several events in this code it's right at the top right over here I know it's been it's taking me a while to make an event but I just have to explain all these things it's all useful I think it's in step events input manager and not so simple and this is essentially the same thing I used to respire I believe kind of copy and pasted it yeah yeah he also uses master input and it checks here is checking for the inputs it's also the activate scripts they're not being used you can't do that if you're the activator group nothing happens right for example here is checking for inputs and it's it's we read checks it puts in a weird way and I don't know how it works but it just sets variables to one or two and it's very interesting because we're gonna go over here and insert your line are you gonna go into the player input I'll throw both values compared to one of the values there it's also fixed I'll never use it it you can make an alter able value a fixed value this is really mad you could just call the fix you could just not change it and there's all psaltery both strings which is a it's a sequence of letters so basically if you want to write something new strings that's what a string is but it's not compared to a value and there we go we have a whole bunch of keys there's key a B and C and for modern era most controllers a b c and d they are your your x a and our buttons like they're different for almost every kind of controller we're gonna have to test this out on your own this is a little bit complicated I do remember I actually set a couple marquees for this version of world just don't remember but you're only you're not gonna need all that many for a sonic game for the most part right so right so we're gonna set we can use action pressed and what did the press the ones do the best ones are isn't very interesting basically key action a being is that let's say we hold the a button and controller it's going to check every frame it's it's already set by default basically it's gonna check if a is pressed and if it's being held as well but you're gonna hack your way through then we're gonna do something interesting but a pressed means it's being pressed only once so if you press the button only once it's only gonna check it's only gonna do the event in the first the button remember that one video of the half a press this is that thing but it doesn't have it doesn't have a release though it unfortunately doesn't have that the only has the press but we're gonna just go key action a is equal to one and all of those things are this it's a variable of this object is equal to one and here is the event here's what happens if this thing is pressed right okay so yeah I'm gonna do I'm just gonna get a random object from anywhere else that is also an active yeah I'm gonna do something god I'm just gonna do something that is actually pretty interesting to see just copy and paste it event over here right here's the thing you can do this that can speed your work a lot you get this thing and you drag it over here BAM now suddenly it's checking for another objects events and this can be incredibly useful in the future anyways so it's time to make a event an actual event happens so he's only gonna do we're gonna create a little explosion on Sonic no sounds gonna play none of that kind of stuff but we're just gonna create an object oh yeah by the way this thing over here he creates objects seeing your objects click on it create objects and then we're gonna select to the whole on target list let's get an explosion there's several of them right and now we're getting to this thing here we can select where explosions is going to explode around the scene however you can click on an object and set it relative to player or you can click on the scene and don't forget to set the layer that's important but if you click on Sonic for example it's only going to set that explosion in Sonic himself right but you're not gonna do that we should do here you should set it to player this is the center sensor of the player can also set it to this one those are sensors there's a more detailed explanation of what they do but sensors are incredibly important there are what detect collision and all those things in world this stream is gonna be saved yes like all of them it's fine don't worry about it you can go you're gonna be able to sit this later right so you see it's gonna create an explosion next to player-character this thing is what are the sensors it's always connected to the player so right here's the event key action I create an explosion right let's click on play all right so here we are and I'm gonna play it Rosie check it out okay so here's a little problem with this the explosion is automatically programmed to destroy itself once it runs out of timer runs out of frames or something like that however if you create an object like I'm creating right now basically there isn't a trail of explosions use just a whole bunch of explosions being created at 60fps I'm just holding a by the way and if you create a lot of objects you're gonna run out of the object lean the limit of your scene and usually do have this top bar over here it shows the amount of objects that there are so if we hold on you can see that it increases to 300 there is a limit there it'll see them on a friend that it's using so keep that in mind this thing can't [ __ ] you over if you don't know what you're doing but yeah don't create objects willy-nilly you can [ __ ] things up and you're not gonna notice it has [ __ ] things up because fusion is programmed to not crash it all call at all costs if you see fusion crashing dates there's something wrong because fury is technically programmed to not crash it's it's very crash proof but for some reason it still does like for example it doesn't actually have any code errors for the most part it doesn't really let you have any code errors like most scripting languages are just gonna give you a like am a massive error message or you're gonna be like have to fix it and they're gonna be try it testing out your game and it's gonna show oh there's an error here this thing is supposed to be here whatever it's gonna do all those things the fields do that okay okay so here's a little other important thing if you right-click over here we can insert another condition right it's with clicking the condition right click and insert and they can just go in over here for example let's read over this compare one of those table values and key right it's equal to one and by the way if it's zero it means it's not pressed if it's 1 it means it's pressed that's all here in this case there's two conditions and it says if key right and the key a are pressed then the explosion is going to be created so for just for us jump which is key a nothing happens however if I'm moving right and I press play boys an explosion right so let me add a little thing you can also click over here click on the condition itself and set an event it creates just any other objects I don't know what I would create like this thing objects effect boost like hey hey just gonna create both okay before I actually test this I want to do a little thing that's very useful over here you have several things this thing you don't really have to use this compared to the joystick sight compares to it's used by player input basically so this is the timer object don't recommend you use this but there's like every every certain amount of seconds something can happen so sometimes sometimes you can do this and say that every second this will happen don't believe you this it seriously good idea a lot so here you can see it's only happens once a second I don't recommend use this object but sometimes it can be useful if you're just you know you just want to get things done quickly the problem with this object is that if your frame rate slows down it's going to still create the objects in that speed that means the game is gonna slow down even further so to use a counter use something like that for example let's use just that let's just grab any random object that can have a variable that is always in the scene we need that it's really our Sonic himself and we're gonna go over here insert the event Sonic himself something's inactive so because it has variables all tradable values comforts whatever body there's several of them over here none of them used so you're gonna you're gonna use X and begin to set it to and here is an interesting thing you can see down here you can see all the objects again why well for this reason you're gonna keep calm players player Sonic player skin sonic volleys a burnout into Z X so here what you're doing is that we're comparing Sonic to itself this is not what you're supposed to be doing but you just replace this order now ways okay so this is the condition condition is a now is and just go over here I mean I'm going to set Sonic's X Val variable to gonna go down here find Sonic did I miss something this is Sonic X variable here we're just setting Sonic's X value to the x value which is doing that however if we say Sun exact value to Sonics X value plus 1 and this is a variable this is not the position this is not the x and y position of the character you did the frame right if you just set it X plus 1 that means that this event this number is going to go up every frame so here's what we can do we can oh here's a little trick you can just drag this thing over here BAM but then we can go over here click on X right so since this variable is decreasing justa greater equal hundred twenty hundred and twenty frames means about two seconds that's 60 times 220 so basically after two seconds sonic just going to create an explosion around them and hold on there we go they're fantastic right okay so but there's a little trick it's a little trick you can do okay so let's let's brick in the condition itself condition event condition event keep that in mind this checks for a thing and does a thing right click insert and over here you have special I don't know it's called special those are like core functions so sound and storyboard storyboard changes levels basically but it's special we can have several things you could have always and never interesting never I never used never oh my god everyone's asking yes you're gonna be able to watch this later like every other one on my stream it's gonna be a while before the buds up but it's gonna be in there it's an automatic process by YouTube come on okay he'll suffer all the things over here especially compared to a global value like this thing is gonna cooperate to a global value beat this thing which is the thing that I said before group of events it could also change group of events and why not however there's this limit conditions thing and this is very important especially this one I don't really use it all the others but I use this one only one action when event loops this is very important if you do this and you have got a place it on the bottom usually because this is the condition and in a sense it's just like reading the script first the computer checks for this thing and if it's not true it just moves on however if it is true then it compares the next one in this case it has only one action in event loops and this is a thing that fusion has that no other coding language as far as so Hoss it's incredibly useful thing and it means that after this variable is greater than this value which is being it goes up by one every frame this thing is gonna play only once until this isn't a hundred and twenty anymore if you set this thing back to zero then it does this thing that it's going to do this thing again after this thing is a greater than 120 so let's play it and see what happens all right there we go let's just play and into somebody ever again is this pretty important for example you know just play on clique then again you also have the a expressed function that is really important as well and oh boy be going out for an hour and a half oh okay I mean let me just take a drink [Music] okay now that I have code coding basic set might as well teach you about worlds okay you probably get basic stuff this is Oh check out this thing on loop this is an interesting thing okay let me teach you this thing okay so always I'm just gonna make an always event and if you go in here and you click this thing you gets to see you're going fast loops and a quick start loop it starts to loop what is this well how do I do this it's complicated it's a for loop a fast loop is basically it's basically a it's an intra frame event let me try to explain it let me just I'm gonna have to draw this okay so here we are so here we have the script and they have the computer right so the computer reads the script and then outputs an image on the screen that's literally what it does that's what it does you read the script and it computes an image on the screen and it's done and it does this sixty times a second because it shouldn't be like that there read the script computes an image rate script computes an image rate script from top to bottom of course and computes an image that's all that it does and it's incredibly simple right however a for loop or a fast loop including act inside the script so it's like any other event but it loops itself until it's completed and then the scripting continues but could let me get a better example it's kind of [ __ ] Oh God basically you know you have your script there's all the lines right there's just one [ __ ] line over here that isn't actually aligned it's it's this but and then it goes so basically it's a fast loop does an event multiple times and makes the computer read that thing several times before it continues you're gonna see fast loops a lot but yeah they do that however you gotta be careful with fast loops because sometimes they can go on forever and your game will crash that's okay so a lot of the times when something crashes because of something like this it's because it's processing an endless loop and then it just crashes so yeah it's complicated but facets are complicated and I don't know exactly how to show them it's like a for loop encoding that'll be a for loop if you know what a for loop is then you know what you're doing it's just working up interesting basically you go over here we go now a nice and then you run fast lips start loop and then you just name it something like [ __ ] and then enter the number of lips 99 and then over here I'm just copy this thing cuz it really has a thing I should do that over here oops wait oh yeah [ __ ] on each object also very very nice we say forgot an object and there's loops for it on each objects gonna do a loop for each object it's the same thing as that one but you don't really have to use this a lot of times it's just as automatically you will need this in occasion though there is certain enemies that will need this thing for you to get into it but this is kind of advanced I need to go over them later okay so on loop [ __ ] and hey you can do anything so essentially if you get over it is and you create aha this is gonna be an ear rape you're gonna create a ring next to Sonic oh my god get prepared for this okay so first of all set a main volume to zero okay so what is doing here is that it's starting a loop called the [ __ ] and 99 times right here it says if the loop [ __ ] is playing it's creating a ring next to Sonic that means every frame it's gonna create 99 rings inside of Sonic that means that it's just gonna pile up a [ __ ] ton of rings on top those are like it's gonna completely break the sound engine because it's gonna play like so many sounds let's see what happens and this is 90 90 times a frame so 99 times 60 is them on a rings per second or getting check out this frame rate bro it's already a 99 the timer isn't even running the game isn't even running the object is not even it's not even at this maximum cap because there's like so many hosted by add that this is fast live be careful let me set it to something like 10 now it works it's still bad frame rate and instead of 99 it looks like a nice trail effect actually it's bad though don't do this but yeah this is how fast loop works for the most part but they are useful right now I'm gonna do something a little bit unconventional I'm gonna go into my sonic world's going all right we're over here okay so in my sonic world's got it's very old but it has a detailed exploration most every single one of those variables like those over here and a oh but let me just give you a little right now M is movement its X&Y speed all those things o means e to show the animations and a is gimmick action that we're really usually all that much too many have to use it other much there's a whole bunch of things but it don't really use them all that much in the older versions of worlds I remember only being one a and you didn't use them all that much let's player input which already used and there's the sensors okay so if I play world's and I believe there's a key that sets your sensors true when you can actually see them I just don't remember which one [Music] let me see if I can find it mmm so it's good okay so let's use its pristine keyboard let's press the M key all right so if you press the M key I'm gonna go over here in the sensors and I'm gonna go because the sensors aren't even visible and it start so here's why you can do it keep going to visibility make our bridge reappear and for press M what are the sensors is going to appear there it is right and I think we need to do this for all of them but I have a simpler way of doing things see this this has all the sensors and I can just be a [ __ ] and do it the professional way cut there's so many of them Jesus [ __ ] okay you just did this it actually were oh boy we don't really need all of them you don't really need all of them okay so one thing that you might want to do is remember the colors you've got to remember the colors and there might be a little bit unfortunate for some of you there's a small sensor that's a big sensor must use the big sensor and it gonna be mostly used at the big one anyways so let me make some of them visible okay this is this isn't all of them there's the angled sensors at the bottom there way detect angles in world is by detecting if okay so it's kind of interesting I think it's basic trigonometry just detects the difference in position between both of those objects and then like it detects the angle you know like in trigonometry but yeah so here we have several sensors there's get out of here [ __ ] there's the bottom sensor which is the green one and there's the big grain ball which is just your main sensor but then I recommend you use that one though because there's a better one so go over here and you make this thing visible so I can play all right can make it fullscreen nice see that that's the big sensor and you can also see that it decreases in size when when it turned into a balls well that's done via code got to realize that and there's also your top sensor which is the yellow one right is is red and the left is blue this one the middle I actually never used it for anything but those sensors are your real sensors so if you can actually spot a very it's kind of hard to do but I'm just killed those guys like here check this it out sometimes I almost enter inside of that platform even though my red box is touching it like check this [ __ ] out like I'm like inside of it but when the blue sensor enters on it you can see that it pushes me around those are the real sensors that detects you and push you away from platforms it's actually it actually works in a very simple way but it's more complicated than that except for the green one I think the brain was one that's actually using the small sensor because there's two of them there's a small little one that's inside of it's it's this one nobody right so yeah it's kind of on top of each other the outlines are on top of each other but you can see it it's very interesting there's a top sensor which is the yellow one you can see the back ceilings just well well enough and you can see that this sensors rotate just like you and they also jitter a little bit it's fine that's just how it is this is really important for example if you wanna compare collisions for example they have a very interesting feature of them because if you go over here and you click on the object itself like this is the sensor down bottom he has a not terrible value compared to the value it has collision if the collision is a Collider fix I don't know what that is but if it's equal to 1 and here complete collision of 1 right if this is a compare to one of the also able values are equal if it's if it's zero it's not colliding many things one it's called adding with something and then you can do something here if the character is on the ground like you created a little effect or something like that and then you can add something right the only one action that loops you can create a little thing once you actually drop on the ground into that but yeah that's it but ok there's a better way of doing that though if you go in M over here variable values compare it's one of them there's a whole bunch of them and it has ground ground variable means if you are in the ground if you are in the ground your character is doing something so yeah that's a I'm kind of losing track I've been here for like two hours basically if your character is on the ground this variables gonna be equal to one so if you check to that variable it's gonna be equal to one man there's a lot to go through okay so simple worlds it has several groups in all those groups it does things and this is why I had my sonic loads guy up that's why if you want more on this you can just check the world's guide it actually tells you about although all of those those events and but you saw another thing when it talked about collisions if you don't have an object collide or another object and you want to check for that you could just go for example here in explosion collisions overlapping another object and it is that one not any any of the other ones because I don't know what they do this is this one if explosions overlapping sonic and there we go you can also do a negate negate and you negate that option that means if this object is not overlapping sonic something is gonna happen and it clicked negate again just to make it if it is overlapping sonic that means it's on top of it make sure they're on the same layer though they have to be on the same layer and okay so I'm gonna put this next thing is I'm just gonna okay think I'm gonna industry I'm just gonna um talk about basic things and what those groups you see what's okay in the simple simple sonic sonic simple rules good group and you can also check out those those details over here if you wanted more information those comments you can in this code we got everything that's related to rules everything everything that the sonic physics and all of those things that are in here except for enemies and whatnot and bosses which are over here bosses enemies stage stage gimmicks anything related to the engine itself in physics and characters and animations for characters interactions go over here but you can also have stuff over here and there's the music and there's a debug there's level-specific code obviously because some gimmicks are not gonna be now staged just so you put them over here sometimes some gimmicks that are like used for Sonic like item boxes are put in here in Sonic simple words the world is group right the hearing general methods remember this guy's right click click on a group right click close or oops this is very useful so you know where you are how do I change yourself okay so here in general meadows you have startup events and step events and startup it gets just got basic startup properties like set water to one water level to a specific object and there's a object it sets to for example this is setting the water level to the white position which is the position in the up-and-down access to the water level objects so if you move that object around at the start of frame and this is an interesting event which you can add over here start a friend in a new frame start a frame is the start of the level so the started the level is gonna be a water object that shows up and in step events we got inputs pretty much that's mostly if there's a global timer already sure what it is but it's a timer the way it's coded is actually pretty bad its size of the frame rate which is good and a bad thing for speedrunners the thing I think it's better for it to not be tied to the frame rate as in like if the game drops in frame a at the time the timer is like static it's it's like it's independent of the game something like that [Music] are the shrimp okay in object management oh here we have at the player group the other group is important player group is very everything is literally you have any initialization in the TL is like whatever it sets where the sensors are it sets the upset of the sensors and whatever and whatnot and sits a whole bunch of things for example Sutter the frame move all those objects to the lair of the of the starting objects and set also sets the weight why is this here that's the thing though there's so much in here I don't really understand everything okay here it's character attributes okay it's also set simple in the front because I grew a group I edited myself the attributes and selves aren't exactly accurate to classic sonic physics you can go when the physics guide grab the variables that put them in here it's not gonna feel exactly the same it's unfortunate you got it you have to set them to a thing that actually makes them feel like the classics make this making this thing one-to-one is surprisingly tough but in regular worlds in Delta and there any other version of worlds except simple this group is weird because here we have the character values I started I just put them over here so you know which ones they are because over here you have character equal to 1 and there's setting a whole bunch of variables this kind of group takes advantages of you know remember when I told you that the script is read from top to bottom okay so it's reading from top to bottom Suri's always and then it sets the variables sets of variables to a whole bunch of of things right so yeah they're being set however then if characters a certain characters like tails has specific value of variables relating to them then it checks if character is equal to 1 that is sales it sets all those variables to something else however if it's 3 which I believe is Jamie trees Eurosonic it sets fall speed and falls a little down to certain values of those variables are also set over here in regular worlds I really don't like how this thing is done because it's done in a very ah it's done in a very weird way basically it has every variable and every variable difference for every single state for example there is this whole set which is by the way a thing that fills the whole entire page for Sonic and Super Sonic and Sonic underwater and supersonic underwater and speed sneakers and speed sneakers in the water so God would have like six pages for one character and you did that five times so and also I separated supersonic into a different character which means we can add it supersonic separately from all of the other characters previously it wasn't that technically this version of words doesn't have super forms it has different characters supersonic is just a different character than the game switches Sonic 2 wants to go super but yeah so basically has about things of real special States speed sneakers it just changes those variables when you change another variable after it has already been set like a for example X acceleration 0.16 and over here this is you points five six seven eight it's always a weird variable like that don't worry about it but when you set it to a different variable down here it just basically replaces it and when those variables actually take action which is a little much later on which is I think it's over here employer movement then they're gonna be sad the last thing like this this is gonna be said to this thing he's gonna read and it's gonna set it's like it's like there's like a dude imagine there's a dude this dude variety doc and then he writes sixteen but then later he sees oh no they actually told me to change the variable so it changes that variable cut to eight and then when he needs to it's a good eight and then he needs to change their variable to something yeah not change but use this for like the player speed it uses this variable it uses the last thing that it has been set to so yeah pretty much does this there's also the underwater editions which I just did by multipliers it just sets the the class beats to top speed time is a variable so basically it's like for example acceleration the rider is half so it's time 0.5 you can also divide it by 2 which is the same thing cue the same thing is it / - it's it's basically setting top speed to top speed times zero six zero point six which is just setting this to top speed times your point since it's kid rate and everything things have been changed this is the old one it's also edited it's R over here to check out how big it is way too big I think I better did it oh no yeah check it out look at the size this is just this is just the things for Sonic by the way it checks the whole bunch of things like for every single one of them and then I just I just have this it's a much smaller group and okay this is the character attributes and those are you can just you're gonna [ __ ] this [ __ ] up like let's just do this let's see what happens whoa check this [ __ ] out it's kind of fun oh yeah I probably need to explain those variables soon you see how sonic doesn't actually go super fast it goes to specific speed okay let me explain that okay so max speed is the maximum speed your character can go into x-axis this is max X speed this is how fast he can go totally top speed is the maximum speed you can accelerate towards that's what the character wasn't going faster than that then the specific speed this it's because it was reaching the the top speed if you change the top speed to 15 which is the same as the maximum speed then it's gonna go super [ __ ] fast oh I mean I changed it back but basically now we don't have a limit for accelerating so I could just keep going all right you grabbed a super box I guess it doesn't matter but still yeah now that now it's been set tomorrow but yeah I don't think you could notice over there but it was accelerating which it prefers not fast but like past the speed that I should that should have been accelerating towards there we go and I died that's why it don't do that okay there is slope the acceleration factor this is how much you die accelerates upon entering an upward facing slope I think I'm not really sure yeah and there's also the acceleration factor this is how much you accelerate once you go down a slope so let's let's do a little test I said them to like absurdly high values oh right okay so when I go down this fool so I'm just accelerate like super [ __ ] fast and when I go up sonic struggles like hell those two variables are incredibly important you might want to tweak them to your likings so you can get something that's either close close to the classics isn't it it's close to what you want it to make max why speed that's the maximum speed you can fall at why acceleration is basically the force of gravity I think then it's usually yeah it's the force of gravity see that over there so first gravity is landing conversion factor this is an interesting variable this is the it's the multiplier of the converted speed from when you land on the slope so I'm gonna set it to 99 to tell you what happens when you land on a regular ground nothing happens but when you land on a slope speed is converted if we set it to 99 when sonic just lands on his Mars lope like that he speeds goes to [ __ ] nuts as you can see over there the acceleration is the speed u the accelerate at which is usually the same by the acceleration we don't recommend changing you that all that much however you can second Kelly put it in the higher variable in here like this make your character like slow down a lot faster it's gonna feel like Sonic for though so I don't recommend it but some people might want that C okay so I'm accelerating yeah I come to a stop like much faster however this doesn't make Sonic feel a little bit heavier you know way if you just put it just how it is regularly something feels much lighter yeah it takes a lot longer to stop as far as I can tell this is how it is in the classics - it's always the same speed X acceleration is always the same as deceleration but you don't have to make an equal it's okay narrow reached a variables well because active objects can hold so many variables so sometimes you gotta move on but I got jump strength and jump release strength the hell's jump release well let's show it to you jump release this is when you release the jump have you ever noticed how you release the jump in something some characters come to to a halt if I hope the button cars goes up however sometimes if I release the button character adds a force against the it's not really working here hmm let me check you said it to positive five yeah I guess this is the thing yeah check it out when you release a button when you hold the button the jump goes in the speed of jump strength as I'm holding the button the speed of the jump is jump strength the speed becomes minus six point five as I go up and then when I release the button it becomes the jump really strength and whatever it is is whatever it's going to be like for example here it's four so it was six and then when I release the button it becomes four see how there's like a little stop it's really hard to notice but it's there I mean let me put it into one think is gonna be a lot easier for people to see yeah check it out don't don't tweak the variable I see what you're doing look up shift amount I never actually saw this thing but let me shake no I don't know what this is what the [ __ ] okay so got all other things over here the roll roll up up factory rules all down factor roll rolling conversion factor it's lower for some reason I don't know why rolling the celebration factor which is lower usually the acceleration cosines just rolling and there's other other characters as well tail sections character one it's like speed cat's life all cap speed whatever there's some other things speed sneakers am I not right and after that you get Blair movement by movement so I'm looking at it blurry sensors said everything related to the sensor is it also sets the position of the characters and man we're gonna go through this when adding any character boy this is gonna be a thing movement routines this is what moves to play this is the physics this is how it controls Lopes check it out sin angle cos and go everything is either control slopes it also has like a couple of tools to manage angles overhearing set up check this [ __ ] out do you understand this so you understand this because I sure as hell though thank you the median the goddamn hero of this deserve there's several things over here wide movement while collisions wall collisions here is the collision that's it basically has a loop over here if there is a collision it just moves the player towards direction and here's a check it out float X and float float X and float why are the players X&Y positions on the X&Y thing this is this is complicated a might want to explain why this is done later because positions in unity are not floats a float is this this is a float and this is an integer integer right and while a float can be an integer as well you can make a float an integer but you know think is by default everything in fusion are integers however if you make a variable a float by just setting it to a float it will work as a float so yeah float sensor floating point by the way it's like a point floating in space just it's just anywhere I hope you guys understand that but shadow targeting I guess this is a no means I think you know you know that car going through right now player control when you're gonna get to this at some point we're gonna be telling you how to make actions and this is right all the actions are set and here are common actions to get jump lookups getting rolling hurts died all of them are all over here managed actions there's all the actions over here this is how they manage to grips themselves notice that they are deactivated by default so only the action group of the current action is being active as you're doing that action misc but I think they think I made this group just it's miscellaneous it's just things to avoid glitching and we know it's basically patches really and player animation this is interesting you don't just change the players animation when you said the old thing to a variable this thing and then you set the player animations of every character to that thing this is super useful because then you can just set a variable to a number and it will change the animation for any character that you're playing ask we're gonna be looking at this a lot when making our new character and we're almost done for the day - I need to just go over all of this there's water as well this just controls water controls the this is the water splash controls it for underwater and read this little spot so common objects it has here it's a it's the part where they said today that world's actually like they actually control objects that are not in game like not like level specific objects those are objects they're gonna be on every level like rings monitor generic hazards like there's a hazard we're no well it's called miracles for some reason but yeah it's overlapping that set hurt to one but this is an interesting thing hurt the zero means no hurt it's normal hurt is equal to one me sonic loses rings so if you want to make sonic lose the ring just just do an event like this and set her to one and if you wanna kill sonic alright you said it - - and then something just dies and there we go here we got Springs and over here you can actually set the speed of a spring like the red spring Amy okay oh it's an or okay okay so this is an interesting thing or is a weird but basically it means that there's two different sets of conditions over here there's this set of conditions and there is this one so basically checks either this thing is right or this thing is right and if either one of those is right it does this thing that's it that's what an or is it's either one or the other but it doesn't matter it doesn't have to be both it's either one or the other if all of those are true or all of those are true it does this thing there's two types of or I think only you should only use logical or the structure how filter works not really sure but probably you can probably Google for those are there's probably something for here it's probably something for when this thing is well holy [ __ ] it it's maximized over two of my monitors all of them kind of weird okay oh there's this a lot of things over here I'll see the museum's name maybe platforms moving platforms are nice moving platforms are interesting because you can just set the variables in the the variable list and in the in the properties over here and they were just move the way excited to move it's pretty cool there's several other things here as well level timer well there's another one I guess okay here got interfacing a post processing methods to serve other things like the guild why several things hood pals game over tags there's water post effects of water basically there's the this brown thing is the thing that goes on top of you when you're underwater it's literally just an object like a box that moves into the spring it's kind of interesting there's a classic classic Emerson which is the camera will literally just the camera special effects is something which affects animals boost shock waves getting dust sping nash dusts ever all the things that starts in the stars itself they're all over here and yeah you got several other things over here those are not in other versions of worlds but hearing the bosses where i use the easy objects easy object is good click on an object they insert you go to the easy objects and here let me talk about a thing probably gonna be the final things to talk about worlds has two really two different types of objects has active objects and it has objects that do things for example the easing object is just an object that exists or if you click on it and you click on move object it's gonna do a thing to an object either that objects inactive but sometimes it's not but mostly they're all actives and it just moves an object somewhere if you click on this and then we can set the easy type it could be easy there you can just set it to something and then it I can just type the position position players x-coordinate position Y position plays right coordinate don't forget about this thing down here it's super useful and there's Maya seconds in event loops mile seconds is just smiler seconds but it's usually like to set it to event lip-sync 60 it's gonna move this object in the cubic the type of the ease in and out to this position in this position over 60 event loops that is one second with Metal Sonic it's got it the same thing it's moved using quadric ease out which is this thing so what is what is that thing okay it moves to boss position to bus position to which is an object I placed in the world this thing I'm kind of hard to see over there but it's in there there it is you could just move this thing around and you just go there that's not kind of like this I'm doing those things and this is the water level object as you can see the size size can go up to the 30,000 don't worry go over 30,000 you're gonna [ __ ] yourself over but oh boy is this a music house ever all the things but I think for the first lesson on sonic world's I think this is it the overall go over here is to make a new character add some actions to this new character and then make a whole stay from scratch and I can either make my own tile set or just get it I also through somewhere else not really sure how I'm gonna handle that next time we're gonna be here I am gonna be making the character already have the sprite sheet it's gonna be called caustic sonic.exe something like that and it's gonna be a classic sonic that is a lot more action based it's gonna have an attack I think so month please remind me that I said that was gonna add it in fact and so that's going to create a hitbox that can hit enemies and whatnot it's basically gonna have like a little little proto combo of sorts like you can have like attack one two and three and it does that's like went to entry I hope I can do that easily without much editing but might have to do some writing for that inside a flicked infusion analyze which is something I haven't done and for that string I might invite some other people as well since it's gonna be pretty sure so and after we do that we're gonna make a level for that special type of classic sonic and then I'm gonna release the source code for everyone to use and that's it oh boy so guys how was it is anyone still watching this cuz I don't think any 115 people everyone just leave fine though it's a boring a Satori oh no really I don't really think anyone's gonna be really that interested in ended up not using the sonic world's guide I should probably link it in the description should be in there a little Sonic Beijing so guys have any questions I'll be here for a little more a little bit like 5-10 minutes please tell me if you have anything let me also check this Curt oh yeah basically okay so this video was just basics on on worlds and several other things like that and yeah where people actually talk to you my this Curt not really there's my discord there as well so yeah I don't think there's a single tutorial on Sonic worlds on YouTube I'm really not sure about it I'm glad I got to make one [ __ ] two hours long just to teach you the basics holy [ __ ] I hope I got everything oh man whoa and you find the chat guys you know I usually get questions I'm used to question [Laughter] [Music] just chilling [Music] so I hope that was enough I'll see you guys some other time oh this has been the thing hopefully tomorrow I maybe not I really don't know what I'm gonna do the next one but yeah see there's some other time